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Split Loop Studios GAMES DESIGN DOCUMENT Copyright ©2016 Split Loop Studios Version # 1.30 Wednesday, December 14, 2016 1 | PAGE

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Page 1: Design History · Web viewOverview This section shows the different versions that this GDD has gone through. It will detail the various tweaks and changes that have been made since

Split Loop Studios

GAMES DESIGN DOCUMENT

Copyright ©2016 Split Loop Studios

Version # 1.30

Wednesday, December 14, 2016

1 | P A G E

Page 2: Design History · Web viewOverview This section shows the different versions that this GDD has gone through. It will detail the various tweaks and changes that have been made since

1 TABLE OF CONTENTSI. 2...........................................................................................Design History

..............................................................................................52.1 Overview...................................................52.2 Version 1.10..............................................52.3 Version 2.00..............................................52.4 Version 2.10..............................................5

II. 3..........................................................................................Game Overview..............................................................................................6

3.1 Game Design Goals...................................63.2 Game Description.....................................63.2.1 What is the game?.................................63.2.2 Where does the game take place?.........63.2.3 What do I control?.................................63.2.4 What is the main focus?.........................73.2.5 Why create this game?..........................73.2.6 What’s different?...................................7

III. 4..................................................................................................Feature Set..............................................................................................8

4.1 Unique Selling Point.................................84.2 General Features......................................84.3 Gameplay..................................................94.3.1 Bounty Board.........................................94.3.2 Oni Possession.......................................94.3.3 Forbidden Technique.............................94.3.4 Attack Strategies...................................94.4 Targeted Platforms...................................9

IV. 6.....................................................................................................End Game............................................................................................10

V. 7.......................................................................................The Game World............................................................................................11

7.1 Overview.................................................117.2 Key Locations..........................................117.2.1 Scarlet Rain.........................................11

Copyright (C) 2016 Split Loop Studios – All rights reserved 2

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7.2.2 Slums...................................................117.2.3 Travel...................................................127.2.4 Scale....................................................127.2.5 Objects.................................................127.2.6 Weather...............................................127.2.7 Day and Night......................................12

VI. 8................................................................................................Level design............................................................................................13

8.1 Overview.................................................138.2 Scarlet Rain............................................138.3 Slums......................................................13

VII. 9..............................................................................................Game Engine............................................................................................14

9.1 Overview.................................................149.2 Game Engine Detail #1..........................149.3 Collision Detection..................................149.4 Camera....................................................149.4.1 Overview..............................................149.5 Lighting Models......................................149.5.1 Overview..............................................14

VIII. 10....................................................................................Game Characters............................................................................................15

10.1 Overview..............................................1510.2 Playable...............................................1510.3 VIP NPC...............................................1510.4 NPC......................................................1510.5 Enemies and Bosses............................15

IX. 11..........................................................................................User Interface............................................................................................16

11.1 Overview..............................................1611.2 Health Meter.......................................1611.2.1 Aesthetic..............................................1611.3 Oni Possession Meter..........................1611.3.1 Aesthetic..............................................1611.4 Weapon Select.....................................1611.4.1 Aesthetic..............................................16

Copyright (C) 2016 Split Loop Studios – All rights reserved 3

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X. 12.....................................................................................................Weapons............................................................................................17

12.1 Overview..............................................1712.2 Rin “Katana”........................................1712.3 Daichi “Gauntlet”.................................17

XI. 13.................................................Musical Scores and Sound Effects............................................................................................18

13.1 Overview..............................................1813.2 3D Sound.............................................1813.3 Sound Design.......................................18

XII. 14............................................................................Character Rendering............................................................................................19

14.1 Overview..............................................1914.2 Character Rendering Detail #1...........1914.3 Character Rendering Detail #2...........19

XIII. 15.................................................................................Time Management............................................................................................20

XIV. 16............................................................Extra Miscellaneous Content............................................................................................21

16.1 Overview..............................................2116.2 Extra Content (WIP)............................2116.2.1 Combo Meter.......................................2116.2.2 Upgrade System..................................2116.2.3 Radio....................................................21

XV. 17................................................................................................Appendices............................................................................................22

17.1 Level Design Appendix........................2217.1.1 Level Design Appendix A.....................2217.1.2 Level Design Appendix B.....................2217.2 Character Appendix.............................2317.2.1 Character Appendix A..........................2317.3 UI Appendix.........................................2617.4 Weapon Appendix................................2717.4.1 Weapon Appendix A.............................2717.4.2 Weapon Appendix B.............................2717.5 Character Rendering and Animation Appendix..........................................................28

Copyright (C) 2016 Split Loop Studios – All rights reserved 4

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17.6 Story Appendix....................................28

Copyright (C) 2016 Split Loop Studios – All rights reserved 5

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2 DESIGN HISTORY

2.1 OVERVIEW This section shows the different versions that this GDD has gone through. It will detail the various tweaks and changes that have been made since its first creation. The design history will be used to look back on how the GDD has evolved and progressed since its initial design.

2.2 VERSION 1.10Version 1.10 includes some major story changes to the story and world including the demon realm.

1. I added the whole demon realm arc for the story line including the story elements for the sealing weapons which are referenced thought-out.

2. The Slums is now a major location in the world and is now the starting area for the first mission for the player.

2.3 VERSION 1.20 The story element for the Oni branch of bounty hunters has been added in this version of the GDD

1. The Oni branch is the branch of bounty hunters which specifies in taking bounties for demons only. The main character Ren is a part of this branch.

2.4 VERSION 1.30Version 1.30 includes some new VIP NPCs including Angus and Peggy.

1. Peggy will be used as the upgrade manager in-game. Member of the Oni branch

2. Angus is the barman of Scarlet Rain. Member of the Oni Branch.

Copyright (C) 2016 Split Loop Studios – All rights reserved 6

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3. Game Overview

2.5 GAME DESIGN GOALS

The hack and slash genre has become predictable over the years with gameplay being the same and stale. Demon’s Worth is trying to broaden the market and change what hack and slash games can and should be. To accomplish this, I will create a solid combat system which has fluid in-game animations which don't become stale or repetitive. I will combine this combat system with a rich in-depth storyline which will draw in players into a new and immersive world. Using character development players will have the option to seek out information and conversations with other characters which will either help or hinder the player. A Demon’s Worth will also make use of various visual styles which will bring in a new element into the hack and slash genre.

Fundamentally Demon’s Worth is trying to combine the best of story driven games and fast paced action packed games while creating visually stunning world to play in.

2.6 GAME DESCRIPTION

2.6.1 What is the game?A Demon’s Worth is an action-adventure hack and slash game where you take on the role of a bounty hunter which works for a secret branch called Oni (demon in Japanese). As a member of Oni, it is your goal to seal or destroy the inner manifestations of demons inside human beings (see Story Appendix A for details) Through the use of special sealing tools and techniques these bounties can be acquired. See Weapons Overview for details on sealing weapons.

2.6.2 Where does the game take place?A Demon’s Worth is set in an alternative dystopian future of Japan, specifically Tokyo. The lines between traditional and futuristic cultures have been blurred together to create a neo-Japan. This new fictional world is called TOKYON. In TOKYON there is a thin line between the realm of spirits and the human realm.

2.6.3 What do I control?The player will take control of one of the few high ranked bounty hunters in the Oni branch named Ren Nakamura (CODENAME: Tracksuit).

Copyright (C) 2016 Split Loop Studios – All rights reserved 7

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2.6.4 What is the main focus?Although the Oni branch relies on the money they acquire from their numerous bounties their primary goal is to keep the peace between both the spirit and human realm. Now faced with the sudden surge of demon activity it is the player’s goal to deal with the bounties which are brought their way and to become progressively stronger to find and stop the demon occurrence which has spread too deeply into the human realm.

2.6.5 Why create this game?A Demon’s Worth is being created for the love of neo styled future and Japanese mythology, combining the two will create for some very interesting scenarios and gameplay. The love for action adventure games is a huge inspiration for creating this game. As previously mentioned in the game overview I want to:

“combine the best of story driven games and fast paced action packed games, while creating visually stunning world to play in.”

This is my main drive for creating Demon’s Worth as I feel that few game developers have created this type of game which I am setting out to do.

2.6.6 What’s different?Action/ Hack & Slash titles tend to be heavily gameplay based with no other gameplay other than fighting scenes and cute scenes. With Demon’s Worth, we want to expand on this genre and make it a more interactive for the player. To do this we have incorporated both action and adventure so that the player can do other tasks that are more coherent to the story side of things rather than the action.

Copyright (C) 2016 Split Loop Studios – All rights reserved 8

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3 FEATURE SET

3.1 UNIQUE SELLING POINTBelow is the unique selling feature of Demon’s Worth.

3.2 GENERAL FEATURES Arena based level design 3D graphics Player friendly controls 32-bit colour Colossal sized bosses Upgrade system Wide cast of unique character Unique and various art styles. The combination of traditional and futuristic cultures.

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3.3 GAMEPLAY

3.3.1 Bounty BoardThe bounty board system will allow players to choose between main story missions or optional missions which allow the player to gain extra items and lore. This will allow the player to feel like they have control on what they want to do in the game instead of being forced into a linear set path. Once a story mission is completed 3 new missions will be unlocked 2 of which being optional. All missions will be replayable, this will be especially useful for optional missions as some items can be missed in them.

3.3.2 Oni PossessionOne of the main gameplay mechanics is oni possession which allows the player to take on a more demonic form powering themselves up in the process. This demonic form allows the player to tap into the power which is sealed within Ren. This power will let the players acquire different abilities which they couldn’t previously use in the human form of Ren. Oni possession increases the attacks speed and the attack power of the weapon which is equipped at the time. The 3rd mechanic that oni possession gives is the ability to use a forbidden technique.

3.3.3 Forbidden TechniqueForbidden techniques are a one-use ability which allows players to use a powerful move in exchange for oni possession to abruptly stop and 50% of the player’s health. The move that the player will be able to perform will be an AOE (area of effect) attack which will do a high amount of damage.

3.3.4 Attack Strategies Not all enemies will be taken out simply, therefore, there are multiple ways to take out different enemies:

A charged ‘guard break’ mechanic which will stop an enemy’s block or shatter armor for easier access.

A guard to shield against strong attacks to decrease the damage you would have taken.

A dodge mechanic which when timed perfectly can allow the player to get a high damage bonus to their next attacks

3.4 TARGETED PLATFORMSPS4, Xbox One and PC. The game will be controller based so the console would be the best bet for the game. Although the game will be on PC it will be greatly recommended to use an external controller to play.

4

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5 END GAMEThe game can be ended in one of three ways: player quits the game, the player dies and the player wins the game.

End Game: Player Quits. The player brings up the pause menu and chooses the quit option. After this, a prompt window will appear which will ask the player to verify. If a player says yes, the game will quit will go to the main menu screen.

End Game: Player Dies. Once all health is depleted a short animation of Ren falling to his knees and then falling will play. After the screen will gradually turn red and a continue screen will appear. If a player says yes, the game will restart if no then the game will go back to the main menu screen.

End Game: Player Wins. If the player completes the game, then a cut scene will play out. Once the cut scene is finished the credits for the game will play out. Once the credits have finished the game will go back to the main menu screen.

Copyright (C) 2016 Split Loop Studios – All rights reserved 11

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6 THE GAME WORLD

6.1 OVERVIEWA Demon’s Worth is set in an alternative dystopian future of Japan, specifically Tokyo. The lines between traditional and futuristic cultures have been blurred together to create a neo-Japan. This new fictional world is called TOKYON. In TOKYON there is a thin line between the realm of spirits and the human realm.

6.2 KEY LOCATIONS

6.2.1 Scarlet RainOne of the main locations that the players will find themselves in the most will be the Scarlet Rain a bar which is a meeting place for all the ‘Oni’ branch bounty hunters. It is also the hub for the player. At Scarlet Rain the player will find the bounty board (see gameplay bounty board for details) other NPC’s and rooms, which include:

NPC’s

Peggy - Allows the player to upgrade various components including health, damage etc.

Angus – Barman at Scarlet Rain and fellow bounty hunter.

Macaulay ‘Chops’ - Chops is a fellow demon bounty hunter who can give general advice and training tips about the game’s mechanics.

Various NPCs – The player can speak to the multiple NPCs that come and go at Scarlet rain. These conversations can allow the player to gain knowledge of secret bounties or simply gain more lore and backstory for characters and locations.

Detailed descriptions of characters can be found in 8 Game Characters.

Rooms

Reserved seat – Here the player can change their outfits and save their game by simply walking up to it and inputting a button.

Peggy’s Place- A room which Peggy Resides in.

Kitchen- The kitchen can only be accessed via the bar which has Angus on it always meaning the player cannot go through to it.

Aesthetic

Scarlet Rain is a small bar with only 4 booths situated inside. It has a dirty worn look to it but the lighting is warm and welcoming. There is a musty/smoky filter inside due to the many smokers that come and go. (see appendix for blueprint of ‘Scarlet Rain’)

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6.2.2 SlumsThe Slums are a dirty run down place with a similar aesthetic to ‘Scarlet Rain’ but on a more extreme scale. It is here where most criminal acts and gangs are situated. Due to this a lot of violent manifestations of demons are found. Although violent they are normally easy to handle and are considered low tier demons. The slums will be the location of the first mission held for the player.

Aesthetic

The slums have broken shacks and trash everywhere due to it being mistreated over the years. Graffiti tags from the various gangs that live there can be seen on many surfaces of rubble and buildings.

6.2.3 TravelThrough the use of the ‘Bounty Board’ system players will choose a mission and wherever that mission is located they will be transported there via a loading screen or by a cut scene. The cut scene will be relevant to the chosen mission. This will reduce wait times and create a quicker gameplay experience.

6.2.4 WeatherThe weather will depend on the current location of the player due to each area having its own climate and aesthetic. The weather in each area will also become more extreme when the player reaches a boss fight. E.g. the slums will be cloudy when going through the level but when the boss battle starts it will start to rain with thunder and lighting.

6.2.5 Day and NightLike how the weather system works in-game day and night will be dependent on the area as well as where the player is situated in the story.

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7 LEVEL DESIGN

7.1 OVERVIEWThis section will detail the various levels and the design behind each one referencing visuals in the appendix.

7.2 SCARLET RAIN As previously stated Scarlet Rain is the hub for the player when preparing for a mission. A simple top down level design blueprint can be found in Level Design Appendix A.

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8 GAME ENGINE

8.1 OVERVIEWThe game engine used will be Unreal Engine 4

8.2 CAMERA

8.2.1 OverviewThe camera will be situated above and behind the playable character Ren, this will create for a simple 3rd person camera which will follow Ren where ever he walks. Although the camera will be locked in this position players will be able to move the camera from its locked axis so they can see everything around Ren.

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9 GAME CHARACTERS

9.1 OVERVIEWCharacters in-game will be put into 4 categories: Playable, VIP NPC, NPC, and Enemies.

Both VIP NPCs and NPCs in the game will count as plot devices for cut scenes and conversations in the game. Characters will have no use other than to be used for dialogue purposes.

9.2 PLAYABLEAs previously mentioned Ren is the playable character which players will take control of in-game. His full profile can be seen below:

Ren Nakamura

CODENAME: Tracksuit Age: 24 Height:5’7’’

Physical Description: Toned, medium sized Asian man. Always wears a full sports tracksuit and a ski mask to match. long dark brown hair tied up in a spiky ponytail. Has a full body traditional Japanese tattoo (Irezumi)

Character Description: One of the few higher ranked members of the Oni branch bounty hunters (doesn’t act like it). Very easy going (a little too easy). Branded with a sealing tattoo Ren has the ability to tap into the power of the demon sealed within him. The major setback of this arrangement is that he is always fighting over control of his own body and mind due to the demon constantly trying to possess him. Due to Ren having a demon sealed within him he can also communicate with the demon and see physical manifestations of it.

Various extra concept art for Ren can be seen in Character Appendix A.

9.3 VIP NPCCharacter profiles for VIP NPCs can be found in the NPC Appendix.

9.4 ENEMIES There will be 2 enemy types in Demon’s Worth which the player will face and will have to kill in order to progress in the game.

9.4.1 Yakuza Mercenary The yakuza mercenary is the standard enemy in Demon’s Worth, they have the least health in-game and do the least amount of damage to the player.

Physical Description: The Yakuza Merc is a slim average sized male who wears a sleek black suit and an open white shirt. They have a stylized katana of the left-hand side of their hip. Traditional Japanese tattoos can be seen on their chests.

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9.4.2 Yakuza Bruiser The yakuza bruiser is the bigger, armored equivalent of the yakuza mercenary. They have more health than the mercenary and do more damage to the player. The disadvantage of the bruiser is that they are much slower attack speed and movement speed than the mercenary.

Physical Description: The Yakuza Bruiser is a huge towering male who wears the same black suit and open white shirt as the yakuza mercenary. Instead of the shirt being open by a few buttons the bruiser’s shirt is open all the way exposing more of their chest. The bruiser also has rolled up sleeves which reveal the traditional Japanese tattoos on their arms. Bruisers fight with huge knuckle dusters.

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10 USER INTERFACE

10.1OVERVIEWThe UI (user interface) will be laid out simply as I want the main focus of the game to be the actual gameplay. In the top left of the screen will be where the health and the oni possession meter is located. This a common theme with the majority of games. In the bottom right of the screen will be where the weapon select box is situated.

10.2HEALTH METERThe health meter will be a simple visual which will show how much health the player has left. This is obviously important to visualize on the screen for the player as they wouldn’t know how far they are off from dying otherwise.

10.2.1 Aesthetic The bar which shows how much health is left will be red and the meter surrounding the bar will be black. The black meter will have a traditional Japanese look to it so it will have an ink theme to it.

Visual of the health meter can be seen in the UI Appendix A

10.3ONI POSSESSION METERThe OPM (oni possession meter) will be situated under the health meter. This meter will be a visual of the oni possession mechanic as seen in the Gameplay section of this document. Once the bar is filled is filled up players will be able to go into a demonic form through the oni possession mechanic.

10.3.1 AestheticThe bar which shows how much meter has been filled up will be blue so it contrasts easily with the health meter. It will be combined with the health meter using the same traditional ink theme. An oni mask will be situated on the left-hand side of the meter and will grave and animate once the OPM is filled to the top.

Visual of the OPM can be seen in the UI Appendix A

10.4WEAPON SELECTThe weapon select will be a simple graphic which shows which weapon is equipped at any time. This is to help remind the player always.

10.4.1 Aesthetic The graphic shown will be a minimalistic version of the equipped when and the box the graphic is in will share the same traditional ink theme.

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11 WEAPONS

11.1OVERVIEWThere are not many different weapons that can be acquired in ‘Demon’s Worth’ that’s why the ‘Oni mode’ is put in to give more variations and fighting styles to the few weapons. This will make up for the lack of weapons due to each weapon having two stages.

Each weapon that is acquired is a type of sealing weapon specifically used to seal demons back into the demon realm. For a weapon to turn into a sealing weapon it must have a strong demon sealed within it in order to overpower other demons. That is why each weapon are named as they are actual living beings that once walked in the physical realm, similar to humans.

11.2RIN “KATANA”This is the default weapon which the player starts with at the beginning of the game. It is a long sleek katana which has fast striking, sweeping attacks used to easily cleave both single and grouped up targets. The downfall of Rin is that it is ineffective at damaging blocking or armored targets due to the katana having no impact damage.

To put context into the damage range of Rin the average enemy will have a base health of 125 and Rin’s DPH (damage per hit) varies between 20-25 so it’ll take 4-5 hits to defeat a target.

Extra visuals for Rin can be found in Weapon Appendix A.

11.3DAICHI “GAUNTLET” Daichi is a type of fist weapon which is used to easily break the guards of enemies, it is also very effective at tearing through armored enemies. The downfall of Daichi is that it has a slow attack speed, so more agile opponents can become bothersome when trying to strike them down. The efficient use for Daichi is to use it on slow armored targets.

To put context into the damage range of Daichi the average enemy will have a base health of 125 and Daichi’s DPH (damage per hit) varies between 40-45 so it’ll take 3-4 hits to defeat a target. But keep in mind that the average enemies are normally fast types so they’ll be harder to hit compared to Rin.

Extra visuals for Daichi can be found in Weapon Appendix B.

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12 AUDIO

12.1OVERVIEW

12.23D SOUNDTRACKThe soundtrack for Demon’s Worth will combine both traditional Japanese and modern day electronic music. This will make a soundtrack unique to Demon’s Worth, setting it apart from other game soundtracks.

12.3DIALOGUE All characters and enemies will be fully voiced.

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13 TIME MANAGEMENT All time management techniques will be used through the Hack ‘n’ Plan process. This is due to its easy to navigate and use user interface. An example of my basic Hack ‘n’ Plan can be seen in Time Management Appendix A.

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14 EXTRA MISCELLANEOUS CONTENT

14.1OVERVIEWThis section will detail the extra content which hasn’t isn’t decided yet if it will be in the final game as it either a work in progress or it might not fit into the game.

14.2EXTRA CONTENT (WIP)14.2.1 Combo MeterThe combo meter will be visually shown in the UI. It will show how many times the player has hit various enemies continuously. If the combo reaches certain milestones, then buffs are granted to the playable character Ren

14.2.2 Upgrade SystemUsing one of the main NPCs in-game (Peggy) the player can upgrade various parts of themselves. These upgrades can include:

Health – By applying upgrade points into ‘Health’ players can gain more health points which allow them to soak up more damage before being killed in-game.

Damage - By applying upgrade points into ‘Damage’ players will be able to deal more damage with their ‘sealing blade’.

14.2.3 RadioThe radio system will be used for VIP NPCs to contact the player when they are doing a mission. The conversation on the radio will be visualized on the UI with a picture of the VIP NPC which is contacting you.

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15 APPENDICES

15.1LEVEL DESIGN APPENDIX This section will detail the various visuals and plans for the level design for Demon’s worth

15.1.1 Level Design Appendix ATop down level blueprint for the interior of Scarlet Rain.

1. Entrance to Scarlet Rain2. Ren’s personal seat3. Peggy4. Bounty Board System5. Angus6. Macaulay

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15.2CHARACTER APPENDIXThe character appendix will show all added work for the characters of Demon’s Worth.

15.2.1 Character Appendix AVisual of the sealing tattoo design focused on Ren’s pack. Final design is subject to change. Drawn digitally on Adobe Photoshop.

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First concept art for Ren drawn with pencil, inking pens on paper.

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15.3 NPC APPENDIX Below are the NPC character profiles

15.3.1 NPC Appendix A

N/A

CODENAME: PeggyAge: 32 Height: 5’4’’

Physical Description: Thin average sized American woman. Wears a long leather coat which has the sleeves torn off and a dirty wooly beanie. Has a netting like-vest under her coat. Long dyed red hair which flows out from beneath her beanie. Has rolled up cargo trousers. Has a prosthetic left leg made up from various junk.

Character Description: The shop owner who resides in Scarlet Rain who is one of the few the higher ranked members of the Oni branch bounty hunters. Has anger problems and hates when people try to act better than her. Due to an accident on her first bounty run, Peggy lost her left leg and therefore must use a prosthetic. Due to this, she is known to use it in battle as a weapon.

15.3.2 NPC Appendix B

Macaulay ‘Mac’ Armstrong

CODENAME: ChopsAge: 47 Height: 5’10’’

Physical Description: Broad average sized American man. Wears a long brown trench coat with the left sleeve ripped off. Has long unkempt brown hair with shaved sides. Has thick mutton chops beard. Left arm is a huge industrial prosthetic.

Character Description: Regular at Scarlet Rain and one of the few the higher ranked members of the Oni branch bounty hunters. When working in the police force Mac’s partner was overwhelmed by a demon which manifested itself inside him. Knowing this Mac tried his best to succumb the demon and protect his friend. It wasn’t long until the chief of the police found out and showed no mercy in taking out Mac’s partner and Mac himself for trying to protect a ‘demon’. Mac lost his arm in the chaos and went into hiding vowing to forever protect the innocent lives of TOKYON from the demons.

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15.3.3 NPC Appendix C

Angus Brown

CODENAME: Thor

Age: 55 Height: 6’3’’

Physical Description: Tall muscular Scottish man. Wears a dirty white vest and a mysterious Celtic looking necklace. Has thick ginger hair and a long braided beard. Has multiple ear piercings. Has Celtic tattoos plastered all over his body.

Character Description: Barman at Scarlet Rain and one of the captains of the Oni branch bounty hunters. Angus has just a drunk before he became a bounty hunter. One night of drinking a meteor fell out of the and landed near Angus. Within the meteor was a Celtic looking amulet. Once touched Angus was imbued with mysterious powers. Angus’s amulet can morph into anything that he desires. Angus’s weapon of choice is usually a hammer

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15.4UI APPENDIX

15.4.1 UI Appendix ABelow are two visuals for the oni possession meter

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15.5WEAPON APPENDIXThe weapon appendix will show all added work for the weapons of Demon’s Worth.

15.5.1 Weapon Appendix ABelow is concept art for the katana weapon Rin

15.5.2 Weapon Appendix BBelow is concept art for the gauntlet weapon Daichi.

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15.6TIME MANAGEMENT APPENDIX 15.6.1 Time Management Appendix A Below is a visual of the Hack ‘n’ Plan which will be used for the whole game

project

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